Football, Tactics & Glory

Football, Tactics & Glory

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CAJUN Feb 9, 2021 @ 12:04pm
Hard mode, IM, 48T
Hard mode is a great(longer) challenge. I really like many things with the new DLC. It requires a big change in strategy to get to the top. The First Youth Coach and the Talent Tree completion bonus to skill potential are very intriguing.

The DLC slows down the progression greatly on 48 turn, hard mode, iron manager. I had to simulate the first 5 years (with the exception of cup games and very weak teams) while I turned over my team for 1 star players and built some cash/glory for the youth academy upgrades. There seems to be no other way to play it since the starting players are too old to learn and make use of the skills. I just sold them as soon as they learned a skill or before depending on age. Now in my 9th season, my team finished in the middle of the Second League. I believe I will be here for another 3 seasons while I get more 2 and 3 star players with skills. This is very slow compared to pre-DLC where I would have won the treble by the 9th year. The biggest difference is that you can't ride just any group of young players to the top because the giftedness limits them heavily on growth and skill potential.

My progression
Year 1-3 = 7th
Year 4-5 = 8th
Year 6 = 4th
Year 7 = 2nd -promotion to Third League
Year 8 = 2nd -promotion to Second League
Year 9 = 7th (must turnover squad for higher giftedness)

Current upgrades
Stadium - 1 star
Youth Academy - 1.5 star with 3 star First Youth Coach
Scout - .5 star with 1 star Second Scout

Current state of affairs
$271K
345 glory
899 fans

My current starting lineup will never be good enough for promotion to the First League. I just have two 2 star player with a skill (MF-long pass and DM-slide tackle). It will take 2 more years to train 2 and 3 star players with the skills necessary for the promotion challenge. My goal is to win the treble by year 20. I expect to change out my squad 3 more times including the current effort.

Suggestions -

1- QOL - when selecting a player from another club on their club screen, please put a compare button similar to the transfer list.

2 - AI - The AI fouled my team on the last play of a tied game in the second league. My long pass MF passed the free kick for an assist and the win. Suggest the AI doesn't tackle from behind on the last move ever. Also, the AI has moved out of the way with the last move of its turn when my long passer had the ball. Suggest the AI move another player to block the long pass such that there is two in the way vice moving to make none.

3 - Offers - The offers repeat too much for the same player. Suggest to make it more likely to receive offers for different players. Maybe a rule that offers won't come for a player for the next two transfer windows after refusal or something similar using probabilities.

Thanks for the great game!

Cajun
Last edited by CAJUN; Apr 7, 2021 @ 5:27pm
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Showing 1-15 of 29 comments
_K_o_S_  [developer] Feb 10, 2021 @ 6:56am 
Thanks for the feedback!

Btw, you can play a bit differently if you don't mind achievements. You can enable Sandbox mode and select a team from Amateur league which takes 4th, 5th or any other place. Or even take a low-position Third league team. In this case you can skip some boring stuff.

Regarding the suggestions:
1 - Agree. At some point in future we will add that button.

2 - Actually, I like the fact that the game can change in the last seconds of the match. I understand that it's a bit unfair to AI but sometimes it makes the player's emotion to ride a rollercoaster.

3 - The clubs want some footballers which appeared to be in your club. So they ask for them. We do not make the clubs to ask the footballers they don't need so it's a fair situation when they ask you to sell the footballers they need. However, we will consider adding the button "Do not ask in this transfer window". However, if there aren't any other footballers which are needed to other clubs, you won't have other offers.

4 - Heading is linked to Giftedness as well. It was even stronger in the vanilla game because it wasn't connected to stamina. It is still very powerful but the more exhausted the footballers is, the lesser his potential.
CAJUN Feb 10, 2021 @ 6:10pm 
My understanding was that heading gives an additional 25 per level regardless of giftedness. I see the help files has the updated information. Thanks.

That means the max potential header is 345. [25+((20*4)*4)] explanation [default+((motivated 5 star player with talent tree complete * coded multiplier)*skill level)]

I now see my next target . . . a more gifted CF with heading. My one star CF had nearly the exact same potential as pre-DLC. Thus, I didn't realize there was a difference.

Cajun
Last edited by CAJUN; Feb 12, 2021 @ 4:28pm
Vander Feb 11, 2021 @ 12:33am 
Originally posted by CAJUN:
My understanding was that heading gives an additional 25 per level regardless of giftedness. I see the help files has the updated information. Thanks.

That means the max potential header is 265. [25+((20*4)*4)] explanation [default+((motivated 5 star player with talent tree complete * coded multiplier)*skill level)]

I now see my next target . . . a more gifted CF with heading. My one star CF had nearly the exact same potential as pre-DLC. Thus, I didn't realize there was a difference.
Cajun

If i remember well, header is lower in the kick-off turn as you can't use skills.
Anyway i'm quite surprised that your main source of goals is "header"
viky985 Feb 11, 2021 @ 1:17am 
Originally posted by nicolas.vandenterghem:
Originally posted by CAJUN:
My understanding was that heading gives an additional 25 per level regardless of giftedness. I see the help files has the updated information. Thanks.

That means the max potential header is 265. [25+((20*4)*4)] explanation [default+((motivated 5 star player with talent tree complete * coded multiplier)*skill level)]

I now see my next target . . . a more gifted CF with heading. My one star CF had nearly the exact same potential as pre-DLC. Thus, I didn't realize there was a difference.
Cajun

If i remember well, header is lower in the kick-off turn as you can't use skills.
Anyway i'm quite surprised that your main source of goals is "header"

In my actual career (iron manager, 48 turns, i'm in the 7th season and I brought my team from 5th tier to the second at the moment, in normal mode with no cheats) header is almost my only source of scoring: it's a way better than every other source when you have a team 1 or 2 stars weakeer than the other teams of the league. All my attacker are the one who are good with head (CF), I have a winger that could play on both sides so that I can always attack the weeker side of the opponent defense with good pass and control, bad value in precision and if possible tackle as special abilty. Then I have a midfielder good in passes with long range passes ability, another one superb in defense and with tackle as special ability, a defensive midfielder that intercept everything passes through his zone and a strong, narrow defense with 1 sweeper good in heading, both external center defenders with reaction ability, automatic tackle and high value in defense, and the center one who intercepts the shots and an ability to throw the ball forward (long range pass for example)

Every season my team are the surprise of the league and the most boring but effective team. My team is a wall, always less than 10 goals in my net.
My attacker's score is not bad, 'cause they are fast the only ones who score
That's old style english football, folks, and it works fine
That's just to underline that heading is awesome, almost a bug I would say
Last edited by viky985; Feb 11, 2021 @ 6:47am
Vander Feb 11, 2021 @ 3:43am 
Hard mode, IM, 48T (4th season 3rd League)
I mainly relied on high CTRL wingers to get penalties. (but lowered since 29/01)
And i tried AM with high Acc and it works well. (but need a gitfed young player or the Acc wont be high enough)

I didn't like CF in early season cause they move automatically : sometimes to far for normal passes/ sometimes the wrong way.
48Turns are quite short so i didn't dare bet on this. So i didn't focus on centers either without CF)

My main issue was to get early skills as long passes.
Last edited by Vander; Feb 11, 2021 @ 3:45am
CAJUN Feb 12, 2021 @ 4:29pm 
Corrected max header potential calculation above. It's 345!!!! That's deadly with the correct service.
_K_o_S_  [developer] Feb 16, 2021 @ 3:53am 
The goalkeepers play against headers with a similar calculation of their Playing Out talent so they as well can be strong against headers.
CAJUN Feb 16, 2021 @ 8:31am 
To match 345 the GK must have a control of 105 and level 3 playing out. I have seen only handful of GKs ever have this high of control.
Hoplite39 Feb 16, 2021 @ 3:30pm 
I think that's fine. It is good level 3 HP is effective against GKs, especially in the higher leagues.

Plus I assume the footballer must be on the box to get the max 345. That is not always possible, and certainly not from kick off

Last edited by Hoplite39; Feb 16, 2021 @ 3:31pm
CAJUN Feb 16, 2021 @ 7:06pm 
345 is with the level 3 heading skill (which goes to 4 in game for a CF), a motivated five star player, talent tree completed, and next to goal.
CAJUN Mar 16, 2021 @ 7:50pm 
We won the Premier League!!!!!!!!!! Now to build the squad with 4 star players to challenge for the Champions League and Treble. Note, I manually changed the names of the top two divisions to match real life. Liverpool has a squad value of $370M while my team is a tiny $24M. I wouldn't have had a chance with winning the league had I been in a continental cup or more domestic cup games, so I don't expect to repeat. I will now focus on maintaining entry into a continental cup while developing the squad for a treble run.

https://steamcommunity.com/sharedfiles/filedetails/?id=2427105760

https://steamcommunity.com/sharedfiles/filedetails/?id=2427108682

https://steamcommunity.com/sharedfiles/filedetails/?id=2427108615

https://steamcommunity.com/sharedfiles/filedetails/?id=2427110357
I had a Level 3 RF FW (2 star for a 10 max role with completion of one of the trees) that is not pictured.
Last edited by CAJUN; Mar 16, 2021 @ 8:06pm
Vander Mar 17, 2021 @ 6:24am 
Good Job! You still rely on header only ? No other goal source ?
CAJUN Mar 17, 2021 @ 5:08pm 
Thanks, I was surprised.

Of the 60 league goals, 27 was headers, 16 was RF, 14 was canon shot, 2 precision shot, and 1 PK. The canon shot was level 3 with a max roll of 12, RF was level 3 with a max roll of 10, and heading was level 4 (effectively with CF) with a max roll of 8. I only play one in the attacking positions except to set up the cross when there is an MF added with high passing. On average I have about 3 in the midfield, and about 6 in the defensive third (some are MF with high D and slide tackle).
Last edited by CAJUN; Mar 17, 2021 @ 5:08pm
CAJUN Apr 6, 2021 @ 7:18pm 
Treble complete in the 2040/2041 season (21st season, hard mode, iron manager)!!!!!!!

More notes to help pass on some knowledge:

MFs with long pass and slide tackle are super strong. I rode 2 of them that were 2 star players to the treble. Building a winning team (for me) requires 2 MFs (or FWs) with RF and canon shot, 2 CFs with heading, 2 DMs with slide tackle, 2 SWs with long pass, 1 RD & LD with slide tackle, 4 CDs with high defending and the rest can be MFs with some mix of slide tackle and/or long pass. The team would mostly be a mix of 3 and 4 star players to win the treble. One very important note is that 2 players need a super high Acc stat. For me, this was the 2 CFs (173 and 160). I like no FWs (other than CF) so I can skip the FW coach altogether. I just use the MFs with their dribble move of 2 vice 1 of the FW for the striker. It takes too long to get a super high Acc anyway, so I just buy it. A 32 or 33 year old extended to 40 with glory is the cheapest way to buy a high Acc striker. I did carry one LF with over a 100 control stat, but it was unnecessary. I despise their one trick even in the 48T game. They have one move per half essentially (if unsuccessful, usually half the time in the premier league) since it requires two moves to get back in position. This takes too much time. Also, they must receive the ball with 2 moves remaining if not in position. I rather use a MF crossing to a CF from kickoff. Oh, I forgot to mention the MFs with slide tackle and no long pass need a high passing stat. The bulk of my goals came from a MF with high passing (~90) lined up with the CF. In this location on the wing, a MF can dribble to either of the 4 crossing spots or just set up in anyone of the spots for a long pass through a LD/RD.

My overall strategy every game only used one goal scoring threat in the game at any given time. This allowed many defenders & a DM and worked well using all the long passers and slide tacklers. Most of my turns were actually 5 moves.

One of the keys to the game is to buy young players with the highest stars and raise their level and skills. These are the ones that generate the special offers that can be raised to triple their value. The strategy here is to find high star players that have a relatively low overall level and little or no skills. Like a D with high def and slide tackle that can easily be turned into an every game DM. For 4 star players, I look for those that are below level 60. Also, I have found that with about 10 scouts the young (<21 years old) transfer listed players have the same value after they are purchased and quickly generate the special offers if played.

My stadium is only 20,000 since the next upgrade would require over 4 years to recoup the $30M.

One last note, I don't keep the players that are no longer getting experience due to their stars and level. If they have 2 arrows and are not key to the team, it is time for them to move on. To throw away a large percentage of the experience in every match will hinder the progression of the team. Also, without gaining skills, their value will only decline because the age hit will overcome the limited growth in level.

Cajun
Last edited by CAJUN; Apr 6, 2021 @ 7:37pm
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Date Posted: Feb 9, 2021 @ 12:04pm
Posts: 29